June 15, 2026Devlog

How I Built Orchard Deck, A Cozy Card Collectathon, In Godot

A devlog on Orchard Deck, a free cozy collectathon about a line of apple folk. Spin a slot machine for chibi cards, plant them for idle income, donate sets to a museum, breed new ones, and fight a three-act campaign. One currency, earned entirely in game.
Orchard Deck
Godot Game Devlog
Indie Game Development
Cozy Games
Collectathon
How I Built Orchard Deck, A Cozy Card Collectathon, In Godot
Most of my games start as one mechanic I cannot stop fiddling with. For Orchard Deck it was a slot machine that pays out cards instead of coins. Pull the lever, watch five reels tumble, and walk away with a little chibi apple character to do something with. The whole game grew outward from that one satisfying spin. It is free to play in your browser, and this is how it came together. The slot machine is the heartbeat. Five reels, rarity tiers, and an upgradeable tech tree that slowly bends the odds in your favour. Early on you are pulling commons and the occasional rare. Hundreds of spins later, after you have invested in the machine, the same lever is throwing golds and specials at you. That sense of a slow-turning dial, the machine getting better as you do, is what keeps the spin from going stale. But a slot machine on its own is just a number going up. The cards needed somewhere to go, and that is where the rest of the game grew in. Every card you win can be used in four different ways, and deciding which is the actual game. Plant it in your orchard and it produces coins on a wall-clock timer, even while you are away. The orchard is the idle backbone: come back tomorrow and there is a harvest waiting. Donate a matching set to the museum and you get a permanent production multiplier. The museum is the long game, the reason you chase duplicates and complete collections instead of dumping spares. Break spares down in the Lab, where you can extract, transmute, and craft cards, or breed two together into something rarer than either parent. Breeding is the part players seem to lose hours to, because the outcomes are just unpredictable enough to be worth one more try. So a single card is a constant little decision. Plant it for income now, save it to finish a museum set, or feed it to the Lab and gamble on something better. Multiply that across a growing collection and the cozy game has a surprising amount of quiet strategy underneath it. Idle games can drift. You spin, you plant, you wait, and after a while you want a reason to actually use the collection you have built. So I gave the apple folk a campaign. Line up five cards front to back and fight through a three-act story with your own team. It is a light deck-battler with keywords, tribal synergies between card types, and bosses at the act breaks. Clear all three acts and an endless ladder opens up for the players who want to keep pushing. The campaign turns your collection from a number into a roster, and it gives the rarer cards a stage to actually matter on. Around all that sit ten arcade minigames, daily quests to pull you back, and a stack of achievements to chase. None of it is essential, all of it is somewhere to spend a card or a few minutes. This was a firm line from the start: a single currency, coins, earned entirely in game, and no purchases of any kind. No premium currency, no card packs for sale, none of it. Orchard Deck is a thing you play, not a thing you spend on. That constraint actually made the design cleaner. When you cannot sell shortcuts, every system has to be paced so that earning feels good on its own. The slot upgrades, the orchard timers, the museum multipliers, they are all tuned around a player who only ever pays with time and attention. It is a cozy game, and a cozy game you have to pay to enjoy is not really cozy. A slot machine with fixed odds gets old fast, so the spin is wrapped in an upgrade tree. You spend coins to widen the reels, raise the floor on rarity, and tilt the table toward the cards you actually want. Early on, most of your spins are commons and the upgrades feel far away. Halfway in, the machine you have been feeding is a different beast, and the same lever now rains golds. That progression is doing quiet psychological work. The spin never changes mechanically, you still just pull a lever, but your relationship to it does. It goes from a slow trickle you tolerate to an engine you have built and now enjoy operating. A lot of the game's pacing lives in that tree: gate the good upgrades too early and the opening drags, hand them over too cheaply and the machine peaks before the museum and campaign have a reason to exist. I retuned those numbers more times than I would like to admit. Cozy is not the same as easy to build. An idle, collect-at-your-own-pace game has a specific failure mode: it drifts. You spin, you plant, you wait, and if there is nothing pulling against the waiting, you put the game down and never feel a reason to come back. So the design is really a set of overlapping pulls on your attention, each on a different clock. The orchard pays out on a wall-clock timer, so there is always a harvest worth coming back for. The museum sets are a slow, satisfying completion drive that outlasts any single session. Daily quests give a reason to open the game today specifically. The campaign is there for the evening you want to actually do something with the collection instead of tending it. None of these are urgent on their own, that would break the coziness, but together they mean there is always one small thing worth doing, which is exactly the texture a cozy game needs. Getting those clocks to overlap without nagging the player was the hardest tuning problem in the game, and the least visible. When it works, nobody notices. They just keep coming back. The card art and the music are made with the help of generative AI tools and then hand-curated, while all the design, code, and systems are built by hand. I would rather say that plainly than pretend otherwise. The chibi apple folk have a consistent look because I curated them to, not because a model handed me a finished game. Orchard Deck runs free in your browser, no download, no signup. Spin the machine, grow an orchard, fill a museum, and see how far your apple folk get. Play it at games.kevingabeci.com, where I put the small games I build on nights and weekends, including World 11, a World Cup draft roguelike.

Frequently asked questions

What is Orchard Deck?

Orchard Deck is a free cozy collectathon about a line of apple folk. You spin a slot machine to win chibi cards, plant them for idle coin income, donate matching sets to a museum, breed new cards, and fight through a three-act campaign. Everything runs on a single currency earned entirely in game. You can play it at games.kevingabeci.com.

Does Orchard Deck have purchases?

No. There are no purchases of any kind inside the game. The only currency is coins, and you earn all of them by playing.

What engine is Orchard Deck built in?

Godot 4, exported to run free in the browser.
How I Built Orchard Deck, A Cozy Card Collectathon | Kevin Gabeci